Zarsky Posted May 13, 2020 Report Posted May 13, 2020 (edited) Say what? This is confirmed by Tim Sweeney to be real time footage from a playable demo captured straight from the PS5 dev kit. https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5 Edited May 13, 2020 by Zarsky Hot hot. Beck, will2k, Squad and 1 other 4 Quote
blackdog Posted May 13, 2020 Report Posted May 13, 2020 Just discovered this on my YT page, mother of god will2k and Zarsky 2 Quote
will2k Posted May 13, 2020 Report Posted May 13, 2020 This is all nice and shit, but can it beat Source engine? Seriously though, my mind was blown. This Lumen dynamic lighting technique is insane. This was running on a PS5; just imagine this running on a Zen3 Ryzen 9 4900 with Ampere RTX 3080 ...just think of the possibilities Zarsky 1 Quote
ZZZ Posted May 13, 2020 Report Posted May 13, 2020 (edited) What happened to Voxel based GI? I remember during the days of Rage that Carmack said that triangles would become so small that the same idea of slicing a huge texture in smaller pieces and loading just the required pieces could be extended to geometry as well. Seems that years later and we get to that point. Edited May 13, 2020 by 0kelvin blackdog and MegaKosan 2 Quote
Zarsky Posted May 13, 2020 Author Report Posted May 13, 2020 (edited) Yeah, and to sweeten the deal: This level of environment and lighting fidelity will be easier to achieve with this tech and the new consoles. Nanite processes those movie tier Megascans assets without any need to tweak LODs&lightmaps and Lumen makes sure everything is lit correctly&dynamically. That GI is sooo delicous! Edited May 13, 2020 by Zarsky Quote
-HP- Posted May 13, 2020 Report Posted May 13, 2020 This is fucking amazing... it might be akin to the jump between PS2 and PS3 graphics. Everyone was talking about how the PS4 was a iterative gen, this next one seems to be a huge leap! Virtualized geometry tech, no need for LODs. Dynamic GI, no need for lightmaps. Raytraced sound and reverb. Fuck, yes! Red letter day for game artists. will2k, Evert and Zarsky 3 Quote
blackdog Posted May 13, 2020 Report Posted May 13, 2020 (edited) Speaking of deals: royalties waived under $1M 1 hour ago, 0kelvin said: I remember during the days of Rage that Carmack said that triangles would become so small that the same idea of slicing a huge texture in smaller pieces and loading just the required pieces could be extended to geometry as well. Seems that years later and we get to that point. I remember that too! When they started talking and mentioned that, my mind went immediately back to that Carmack interview Edited May 13, 2020 by blackdog -HP-, Squad and Zarsky 3 Quote
Interfearance Posted May 13, 2020 Report Posted May 13, 2020 Textures are literally geometry now. This is nuts. Quote
WD Posted May 13, 2020 Report Posted May 13, 2020 I hope this means next gen games will stay under 100 gigs in disk space if we don't need so much texture budget from now on. I hate owning multiple disks, and SSDs still aint cheap enough! Quote
spa Posted May 13, 2020 Report Posted May 13, 2020 So with regards to static geometry it eliminates , lowpoly modelling, unwrapping, lods, baking, normalmaps, vertexnormals + more?. Alot to take in honestly. Is there gonna be a split now between Static- and Dynamic environment artists? Quote
FMPONE Posted May 13, 2020 Report Posted May 13, 2020 I don’t know guys I think .bsp, VRAD and two hour compiles is the way to go. /Unreal Engine guy voice: “We call this new technology TexInfos, and if you have even one too many of them, your computer explodes. You’re welcome.” marks, ZZZ and will2k 1 2 Quote
-HP- Posted May 13, 2020 Report Posted May 13, 2020 44 minutes ago, WD said: I hope this means next gen games will stay under 100 gigs in disk space if we don't need so much texture budget from now on. I hate owning multiple disks, and SSDs still aint cheap enough! Well, lemme crush your hopes immediately... it probably means the inverse, games with high fidelity assets will get a larger install. Dynamic lighting does mean you don't need to ship a game with lightmaps, which will bring disc size down a bit, but the thing is, high density geometry also occupies a fairly large size on disc, and all those assets you see there still make use of Color, Roughness and normal maps. Fitting all that on a reasonable storage device will be a challenge. What we have here is essentially some very futuristic streaming technology, now that consoles will have 16gb of memory and SSD, you have a lot of buffer to stream shit in and out of memory. blackdog and Zarsky 2 Quote
-HP- Posted May 15, 2020 Report Posted May 15, 2020 https://www.eurogamer.net/articles/digitalfoundry-2020-unreal-engine-5-playstation-5-tech-demo-analysis Zarsky, blackdog and will2k 3 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.